//This file is automatically rebuilt by the Cesium build process. export default "uniform float u_radiusTS;\n\ \n\ in vec2 v_textureCoordinates;\n\ \n\ vec2 rotate(vec2 p, vec2 direction)\n\ {\n\ return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x);\n\ }\n\ \n\ vec4 addBurst(vec2 position, vec2 direction, float lengthScalar)\n\ {\n\ vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75);\n\ float radius = length(rotatedPosition) * lengthScalar;\n\ float burst = 1.0 - smoothstep(0.0, 0.55, radius);\n\ return vec4(burst);\n\ }\n\ \n\ void main()\n\ {\n\ float lengthScalar = 2.0 / sqrt(2.0);\n\ vec2 position = v_textureCoordinates - vec2(0.5);\n\ float radius = length(position) * lengthScalar;\n\ float surface = step(radius, u_radiusTS);\n\ vec4 color = vec4(vec2(1.0), surface + 0.2, surface);\n\ \n\ float glow = 1.0 - smoothstep(0.0, 0.55, radius);\n\ color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75;\n\ \n\ vec4 burst = vec4(0.0);\n\ \n\ // The following loop has been manually unrolled for speed, to\n\ // avoid sin() and cos().\n\ //\n\ //for (float i = 0.4; i < 3.2; i += 1.047) {\n\ // vec2 direction = vec2(sin(i), cos(i));\n\ // burst += 0.4 * addBurst(position, direction, lengthScalar);\n\ //\n\ // direction = vec2(sin(i - 0.08), cos(i - 0.08));\n\ // burst += 0.3 * addBurst(position, direction, lengthScalar);\n\ //}\n\ \n\ burst += 0.4 * addBurst(position, vec2(0.38942, 0.92106), lengthScalar); // angle == 0.4\n\ burst += 0.4 * addBurst(position, vec2(0.99235, 0.12348), lengthScalar); // angle == 0.4 + 1.047\n\ burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754), lengthScalar); // angle == 0.4 + 1.047 * 2.0\n\ \n\ burst += 0.3 * addBurst(position, vec2(0.31457, 0.94924), lengthScalar); // angle == 0.4 - 0.08\n\ burst += 0.3 * addBurst(position, vec2(0.97931, 0.20239), lengthScalar); // angle == 0.4 + 1.047 - 0.08\n\ burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678), lengthScalar); // angle == 0.4 + 1.047 * 2.0 - 0.08\n\ \n\ // End of manual loop unrolling.\n\ \n\ color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;\n\ \n\ out_FragColor = clamp(color, vec4(0.0), vec4(1.0));\n\ }\n\ ";